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Thousand Arms' battle system was horrendous and the story really fell apart in the last few hours....

Still had interesting characters, the blacksmith concept was well-thought out and the survey type dating was fun at times.
Time and Eternity fighting system doesn't look anything better or more fun then that game to be honest, and they are years apart.

Overall theme of Time and Eternity doesn't interest me ether. If there are multiple endings then I might consider it.

Still had interesting characters, the blacksmith concept was well-thought out and the survey type dating was fun at times.
Time and Eternity fighting system doesn't look anything better or more fun then that game to be honest, and they are years apart.

Overall theme of Time and Eternity doesn't interest me ether. If there are multiple endings then I might consider it.

Since time travel is involved, I would hope they would make multiple endings. In which I'll just default to the bad end where the prince ends up dying regardless.

When people say stiff do they mean like one of those old Don Bluth laserdisc games like Dragons Lair or like say a tales game.

I was under the impression that Dragon's Lair ran smoothly due to being fully animated with almost no player input, but I've never played the original game. You may be onto something, though. Games like that and the Time Traveler push the limits of what it means for a game to be "interactive".

I think they're referring to the low number of frames/poses in the brief running and fighting scenes. Honestly, I'm getting a hankering for some arcade Final Fight.

I was under the impression that Dragon's Lair ran smoothly due to being fully animated with almost no player input, but I've never played the original game. You may be onto something, though. Games like that and the Time Traveler push the limits of what it means for a game to be "interactive".

I think they're referring to the low number of frames/poses in the brief running and fighting scenes. Honestly, I'm getting a hankering for some arcade Final Fight.

The way the game changes tracks on input to shoe the result in Dragons Lair can look pretty sudden and jerky at times. Like the reference to Final Fight though, i remember that and streets of rage having pretty hilarious idle into throw animations where the punks just seem to instantly appear in Haggars grasp. I'll watch the video when I get home but sort of know what to expect. The only question is whether its actually cell animation or a really clever trick with heavily cell shaded character models Tales of style.

Well I saw Satelight listed as animation production, which I was kind of suspecting when I saw the character designs so that probably explains why it looks kind of...not good. Their CGI is top notch but their 2D animation production is pretty sloppy and inconsistent. There's like quite a few people I'd look to contract before them if I were making an ambitious game like this and wanted it to look great, but that's just how the chose to roll.

In this case though I think it's the way it cycles through what looks like sprite sheets. What's unfortunate as I could easily see it looking a lot more fluid. Arc Systems Works set the standard for sprite animation this generation.

Yeah, I was wondering about that.. Maybe we'll have to sacrifice either one in order to save the Prince or something?

In that case, I'd let the prince die. Screw him. Maybe that'll be an option, here's hoping.
Though I wonder if there's more to this game, I mean we saw a semblance of a story and gameplay, but what is there to this game other than that really?
It's a turn based jrpg without a party, or at least nothing has been mentioned yet of that being the case.

Yeah, I was wondering about that.. Maybe we'll have to sacrifice either one in order to save the Prince or something?

I'd like to point out that in the PV the wedding scene is shown from very different angles and perspective each time, I think it'll have to do something with that. Plus it really seems Toki is really pulling a Homura...